/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef IMPROV_H #define IMPROV_H #ifdef _WIN32 #pragma once #endif class CBaseEntity; class CNavLadder; // Improv-specific events class IImprovEvent { public: virtual void OnMoveToSuccess(const Vector &goal) {}; // invoked when an improv reaches its MoveTo goal enum MoveToFailureType { FAIL_INVALID_PATH = 0, FAIL_STUCK, FAIL_FELL_OFF, }; virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}; // invoked when an improv fails to reach a MoveTo goal virtual void OnInjury(float amount) {}; // invoked when the improv is injured }; // The Improv interface definition // An "Improv" is an improvisational actor that simulates the // behavor of a human in an unscripted, "make it up as you go" manner. class CImprov: public IImprovEvent { public: virtual ~CImprov() {}; virtual bool IsAlive() const = 0; // return true if this improv is alive virtual void MoveTo(const Vector &goal) = 0; // move improv towards far-away goal (pathfind) virtual void LookAt(const Vector &target) = 0; // define desired view target virtual void ClearLookAt() = 0; // remove view goal virtual void FaceTo(const Vector &goal) = 0; // orient body towards goal virtual void ClearFaceTo() = 0; // remove body orientation goal virtual bool IsAtMoveGoal(float error = 20.0f) const = 0; // return true if improv is standing on its movement goal virtual bool HasLookAt() const = 0; // return true if improv has a look at goal virtual bool HasFaceTo() const = 0; // return true if improv has a face to goal virtual bool IsAtFaceGoal() const = 0; // return true if improv is facing towards its face goal virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0; // return true if a friend is blocking our line to the given goal position virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0; // return true if the given friend is blocking our line to the given goal position virtual void MoveForward() = 0; virtual void MoveBackward() = 0; virtual void StrafeLeft() = 0; virtual void StrafeRight() = 0; virtual bool Jump() = 0; virtual void Crouch() = 0; virtual void StandUp() = 0; // "un-crouch" virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0; // move along path by following "pathGoal" virtual void StartLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0; // invoked when a ladder is encountered while following a path virtual bool TraverseLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0; // traverse given ladder virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0; // find "simple" ground height, treating current nav area as part of the floor virtual void Run() = 0; virtual void Walk() = 0; virtual void Stop() = 0; virtual float GetMoveAngle() const = 0; // return direction of movement virtual float GetFaceAngle() const = 0; // return direction of view virtual const Vector &GetFeet() const = 0; // return position of "feet" - point below centroid of improv at feet level virtual const Vector &GetCentroid() const = 0; virtual const Vector &GetEyes() const = 0; virtual bool IsRunning() const = 0; virtual bool IsWalking() const = 0; virtual bool IsStopped() const = 0; virtual bool IsCrouching() const = 0; virtual bool IsJumping() const = 0; virtual bool IsUsingLadder() const = 0; virtual bool IsOnGround() const = 0; virtual bool IsMoving() const = 0; // if true, improv is walking, crawling, running somewhere virtual bool CanRun() const = 0; virtual bool CanCrouch() const = 0; virtual bool CanJump() const = 0; virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if improv can see position virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0; // return true if 'other' is looking right at me virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; // return player on given team that is looking right at me (team == 0 means any team), NULL otherwise virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0; // return actual travel distance to closest player on given team (team == 0 means any team) virtual CNavArea *GetLastKnownArea() const = 0; virtual void OnUpdate(float deltaT) = 0; // a less frequent, full update 'tick' virtual void OnUpkeep(float deltaT) = 0; // a frequent, lightweight update 'tick' virtual void OnReset() = 0; // reset improv to initial state virtual void OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; // invoked when an event occurs in the game virtual void OnTouch(CBaseEntity *other) = 0; // "other" has touched us }; #endif // IMPROV_H